I'm using the Processing IDE and I found out how to display static text but not one that displays inside and moves with the moving disk. Any help?
int xdirection = 1; // Left or Right
int ydirection = 1; // Top to Bottom
int value = 0;
Disk disk1;
Disk disk2;
Disk disk3;
Disk disk4;
void setup() {
size(400, 400);
cursor(CROSS);
noStroke();
disk1 = new Disk(color(255, 0, 0), 10, 100, 2, 6);
disk2 = new Disk(color(0, 0, 255), 10, 100, 1, 5);
disk3 = new Disk(color(0, 255, 0), 10, 100, 3, 4);
disk4 = new Disk(color(0, 255, 255), 10, 100, 4, 7);
frameRate(60);
}
void mousePressed() {
if (disk1.isOver() == true) {
value += 25;
}
if (disk2.isOver() == true) {
value += 50;
}
if (disk3.isOver() == true) {
value += 75;
}
if (disk4.isOver() == true) {
value += 100;
}
}
void draw() {
background(130, 140, 255);
stroke(175);
fill(0);
textAlign(CENTER);
text("Score: " + value, width/2, 60);
disk1.bounce();
disk1.display();
disk2.bounce();
disk2.display();
disk3.bounce();
disk3.display();
disk4.bounce();
disk4.display();
}
class Disk {
color c;
float xpos;
float ypos;
float xspeed;
float yspeed;
Disk(color tempC, float tempXpos, float tempYpos, float tempXspeed, float tempYspeed) {
c = tempC;
xspeed = tempXspeed;
yspeed = tempYspeed;
if (xpos > width-200 || xpos < 0) {
xdirection *= -1;
}
if (ypos > height-200 || ypos < 0) {
ydirection *= -1;
}
}
void display() {
stroke(0);
fill(c);
ellipseMode(CENTER);
ellipse(xpos, ypos, 20, 20);
}
boolean isOver() {
// Is mouse position over the circle i.e. dist < radius
if (dist(xpos, ypos, mouseX, mouseY) < 10)
return true;
else
return false;
}
void bounce() {
xpos = xpos + xspeed;
xpos = xpos + ( xspeed * xdirection );
ypos = ypos + ( yspeed * ydirection );
if (xpos > width - 20) {
xspeed = xspeed * -1;
}
if (xpos < 0) {
xspeed = xspeed * -1;
}
if (ypos > height - 20) {
yspeed = yspeed * -1;
}
if (ypos < 0) {
yspeed = yspeed * -1;
}
}
}
Edit: Updated post to show code. I'm also trying to figure out how to make the disks larger using scale() but haven't been able to find out how to do so. This is also my first time posting on stack overflow so if there is anything I can do better, please let me know. Thanks
The Disk class encapsulates the state of a single Disk instance. It contains code for checking mouse clicks and for bouncing. It also contains code for drawing a disk.
That code happens in the display() function. Read through that function to understand what it's doing, and try changing it to see what happens.
Specifically, this line of code draws a circle at the disk's location:
ellipse(xpos, ypos, 20, 20);
Try changing that do draw a rectangle at the disk's location. Then try changing it to draw some text at the disk's location.
Good luck!
Related
I was working on a brick breaker game in proccessing, and was trying to create the collision system for the game. I was able to identify when a collision happens between the ball and the brick, but I was not able to to make the brick dissapear when it gets hit by the ball. How do I do this? I would also appreciate a explanation, as I am a beginner.
Thanks.
color black = color(0,0,0);
color red = color(255,0,0);
color white = color(255,255,255);
float ballx = 412.5, bally = 600, balld = 20, ballr = balld/2, paddleX = 362.5, paddleY = 650;
float paddleW = 100, paddleH = 15;
float ballspdX, ballspdY;
boolean ball_drop = true;
float direction_choice;
float[] brickX = new float[10];
float[] brickY = new float[5];
float brickW = 50, brickH = 25;
void setup(){
size(825,800);
surface.setTitle("Brick breaker");
noCursor();
smooth();
brickX[0] = 50;
brickX[1] = 125;
brickX[2] = 200;
brickX[3] = 275;
brickX[4] = 350;
brickX[5] = 425;
brickX[6] = 500;
brickX[7] = 575;
brickX[8] = 650;
brickX[9] = 725;
brickY[0] = 50;
brickY[1] = 125;
brickY[2] = 200;
brickY[3] = 275;
brickY[4] = 350;
}
void paddle(){
noStroke();
fill(white);
rect(paddleX, paddleY, paddleW, paddleH);
}
void ball(){
noStroke();
fill(red);
circle(ballx, bally, balld);
}
void draw(){
background(black);
paddle();
ball();
if (bally + ballr == paddleY && ballx > paddleX && ballx < paddleX + (paddleW / 2)){
ball_drop = false;
ballspdY = -ballspdY;
ballspdX = -4;
}
/*
if (bally + ballr == paddleY && ballx > paddleX && ballx < paddleX + paddleW){
ball_drop = false;
ballspdY = -ballspdY;
direction_choice = int(random(1,3));
if (direction_choice == 1){
ballspdX = 4;
}
if (direction_choice == 2){
ballspdX = -4;
}
}
println(direction_choice);
*/
if (bally + ballr == paddleY && ballx > paddleX + (paddleW /2) && ballx < paddleX + paddleW){
ball_drop = false;
ballspdY = -ballspdY;
ballspdX = 4;
}
if (ballx + ballr > width || ballx - ballr < 0){
ballspdX = -ballspdX;
}
if (bally - ballr < 0){
ballspdY = -ballspdY;
}
if (ball_drop){
ballspdX = 0;
ballspdY = 1;
}
for (int i = 0; i < brickX.length; i ++){
for(int j = 0; j < brickY.length; j ++){
fill(red);
rect(brickX[i], brickY[j], brickW, brickH);
if (collideLineCircle(brickX[i], brickY[j] + brickH, brickX[i] + brickW, brickY[j] + brickH, ballx, bally, ballr)){
ballspdY = -ballspdY;
}
}
}
if (bally >= 800){
bally = 600;
ballx = 412.5;
ball_drop = true;
}
bally += ballspdY;
ballx += ballspdX;
}
boolean collideLineCircle(float x1, float y1, float x2, float y2, float cx, float cy, float cr){
float A = y2 - y1, B = x1 - x2, C = x2*y1 - x1+y2;
float denom = A+A + B*B;
if (denom == 0){
return dist(x1,y1, cx, cy) < cr;
}
float Ix = (B*B*cx-A*B*cy - A*C)/denom, Iy = (A*A*cy-A*B*cx - B*C)/denom;
if (Ix >= min(x1,x2) && Ix <= max(x1,x2) & Iy >= min(y1,y2) && Iy <= max(y1,y2)) {
return abs (A*cx + B*cy + C)/sqrt(denom) < cr;
}
float d1 = dist(x1,y1,cx,cy), d2 = dist(x2,y2,cx,cy);
return min(d1,d2) < cr;
}
void mouseMoved(MouseEvent evt){
paddleX = evt.getX();
}
There are a number of ways this can be done. Perhaps the simplest change, given the data structures you already have is to create another array, this time a boolean array, and call it something like brickIsVisible.
Then you can use a simple if statement, e.g., if (brickIsVisible[i]) in your loops to determine how to color the brick. The same variable can be used to tell whether or not to do a collision test between the ball and the brick.
As for the coloring itself, there are a couple options.
I'm not sure how you are drawing your board. If you redraw the entire board with each gameloop frame, then presumably you first draw the background (which covers over the bricks) and then you draw the bricks. If this what is happening, then if brickIsVisible[i] is false you can simply omit drawing that brick on top of the background.
Another technique that is sometimes used is to make use of a transparent color. This is done by adding an alpha channel value to the color definition. Thus there are four variables instead of three. They are referred to as RGBA instead of RGB. If the fourth variable is 0, the color will be transparent. If it is 255 it will be fully visible. Intermediate values in sequence can be used if you want to create a fade in or fade out.
I am guessing you are using java.awt.Color. Following is an example that uses the four argument constructor, with the fourth being the alpha channel.
Color invisiblePurple = new Color(255, 0, 255, 0);
If the color is invisible, the RGB values don't really matter.
These days I mostly use JavaFX for graphics, so I might not be up on all the tricks of the trade with AWT/Swing. With JavaFX, one can directly set an opacity property for a graphic being displayed, which is pretty convenient. I think part of the reason that this is available in JavaFX is that screen graphics are structured more like a DOM tree (like an HTML domain object model), and the redrawing is handled behind the scenes on the current state of the tree, rather than explicitly for each object, as it is with AWT/Swing.
Another possible technique shown below uses a brick class array. The class has a 'show' boolean associated with it and the bricks are only displayed when brick[id].show is true. In this demo when the brick is selected with a mouse brick[id].show is set to false and that brick is not displayed. For your project you would have to do this when a brick is hit by the ball.
/*
Creates a grid of rectangles from a Brick class array.
Syntax: brick[id] = new Brick( x, y, w, h, "title", bkgrndColor, txtColor);
ID is taken from position in array.
*/
final int _brickGridX = 40;
final int _brickGridY = 60;
final int _brickW = 120;
final int _brickH = 60;
color BLUE = color(64, 124, 188);
color LTGRAY = color(185, 180, 180);
color YELLOW = color(245, 250, 13);
color RED = color(255, 0, 0);
color BLACK = color(0, 0, 0);
color WHITE = color(255, 255, 255);
Brick[] brick;
class Brick {
float x, y, w, h;
String title;
color bkgrnd;
color txtColor;
boolean show;
// Constructor
Brick(int xpos, int ypos, float wt, float ht, String titleStr, color background, color foreground) {
x = xpos;
y = ypos;
w = wt;
h = ht;
title = titleStr;
bkgrnd = background;
txtColor = foreground;
}
void display(int id) {
if (brick[id].show) {
fill(bkgrnd); // background color
stroke(0);
rect(x, y, w, h);
fill(txtColor); // text color
textSize(42);
textAlign(CENTER, CENTER);
text(title, x, y, w, h);
}
}
void press(int id) {
println("brick id = ", id + ": show =", brick[id].show);
}
}
void brickGrid() {
int left = 0;
int top = 0;
int vg = 0; // Space between cols (vert.gutter)
int hg = 0; // Space between rows (horz.gutter)
int rows = 5;
int cols = 5;
int id = 0;
brick = new Brick[rows*cols]; // creates brick array
for (int k = 0; k < cols; k++) {
for (int j = 0; j < rows; j++) {
left = _brickGridX + j * (_brickW + vg);
top = _brickGridY + k * (_brickH + hg);
brick[id] = new Brick(left, top, _brickW, _brickH, str(id), LTGRAY, BLACK);
brick[id].show = true;
id++;
}
}
}
void setup() {
size(800, 600);
background(BLUE);
brickGrid();
}
void draw() {
background(BLUE);
for (int i = 0; i < brick.length; i++) {
brick[i].display(i);
}
}
void mousePressed() {
for (int i = 0; i < brick.length; i++) {
if ((mouseX >= brick[i].x) && (mouseX <= brick[i].x + _brickW) && (mouseY >= brick[i].y) && (mouseY <= brick[i].y + _brickH)) {
brick[i].show = false;
// brick[i].press(i);
}
}
}
For my class I need to create a one player pong game. We need to use what we've learned so its simple code and the problem is, while the "while loop" is running, my Keydown thread doesn't seem to work. My teacher isn't helpful at all so that's why i'm here. Please help by only using methods and such that are used in my program.
I've tried moving the ball code into a run thread but i can never seem to actually get that thread running.
public class PongGame extends Applet {
int startup = 0;
int x = 400;
int y = 500;
int x2 = (int) (Math.random() * (600 + 1));
int y2 = (int) (Math.random() * (600 + 1));
int xVelocity = 1;
int yVelocity = 1;
int x2Velocity = 1;
int y2Velocity = 1;
int curry = 700;
int currx = 600;
int counter = 2;
#Override
public void init() {
setSize(1440, 900);
setBackground(Color.black);
setFont(new Font("Helvetica", Font.BOLD, 36));
}
#Override
public boolean keyDown(Event evt, int key) {
startup = startup + 1;
repaint();
if (key == Event.RIGHT) {
currx += 10;
}
if (key == Event.LEFT) {
currx -= 10;
}
if (currx == 1400) {
currx = 10;
}
if (currx == 20) {
currx = 1399;
}
repaint();
return false;
}
public void run(Graphics g) {
startup = 0;
while (counter > 0) {
try {
Thread.sleep(30);
} catch (InterruptedException e) {
}
x += xVelocity;
y += yVelocity;
g.setColor(Color.blue);
g.fillRect(currx, curry, 300, 25);
g.setColor(Color.red);
g.fillOval(x, y, 30, 30);
for (int j = 0; j < 20000000; j++);
g.setColor(Color.black);
g.fillOval(x, y, 30, 30);
//Bounce the ball off the wall or paddle
if (x >= 1400 || x <= 0) {
xVelocity = -xVelocity;
}
if (y >= 800 || y <= 0) {
yVelocity = -yVelocity;
}
if (((y == 675)) && ((currx <= x) && (currx + 300) >= x)) {
yVelocity = -yVelocity;
y = y - 10;
repaint();
}
}
}
public void paint(Graphics g) {
if (startup == 0) {
g.setColor(Color.white);
g.drawString("Welcome To PONG", 0, 100);
g.drawString("Created by Caden Anton", 0, 200);
g.drawString("copyright May 3rd, 2019 ©", 0, 300);
g.drawString("Press any key to continue", 0, 400);
}
if (startup == 1) {
g.setColor(Color.white);
g.drawString("RULES:", 0, 100);
g.drawString("Press the arrwow keys to move the paddle", 0, 200);
g.drawString("Your objective is to keep the ball from touching the ground", 0, 300);
g.drawString("Once the ball hits the ground you lose the game", 0, 400);
}
if (startup >= 2) {
//Input Run thread start here.
}
}
}
float x = 100;
float y = 100;
float p = 150;
float l = 10;
float a = 100;
float b = 100;
float n =20;
int value = 255;
int r = 150;
int t = 100;
int s = 100;
int w = 60;
int h = 60;
int z = 11;
int eyeSize = 10;
int pigNose = 30;
int pigBody = 30;
int pigEars = 35;
int pigTail = 20;
int otherpigTail = 200;
int speed = 1;
void setup () {
size (600, 600);
a = width/2.5;
b = height/2;
}
void draw() {
background(184, 233, 249);
//Draw legs
stroke(0);
fill(249, 137, 244);
rect(x+(2*w), y+h/3.5, z, 2*z);
rect(x+(w), y+h/3, z, 2*z);
rect(x+(1.5*w), y+h/3, z, 2*z);
rect(x+(2.5*w), y+h/3.5, z, 2*z);
////draw body
stroke(0);
fill(249, 137, 244);
ellipse(110+x,y-pigBody, p, p-20);
//draw tail
fill(0);
line(185+x, y-pigTail, x+otherpigTail, y-(2*pigTail));
// Draw payer's head
fill(249, 137, 244);
ellipse(x,y-pigNose,t,t);
// Draw player's eyes
fill(0);
ellipse(x-w/3+1,y-h/2,eyeSize,eyeSize);
ellipse(x+w/3-1,y-h/2,eyeSize,eyeSize);
//Draw nose
stroke(0);
fill(198, 105, 194);
ellipse(x, y, pigNose, pigNose);
//draw ears
stroke(0);
fill(198, 105, 194);
ellipse(x-(w/2),y-h, pigEars, pigEars);
ellipse(x+(w/2),y-h, pigEars, pigEars);
//draw obstacles
fill(value);
ellipse(a, b, s, s);
ellipse(300+a, 200+b, s, s);
ellipse(300-a, 400+b, s, s);
ellipse(300-a, 600+b, s, s);
ellipse(300-a, b, s, s);
ellipse(300+a, 800+b, s, s);
}
I need help turning this code into something similar to this:
/*
This is a very rudimentary virtual pet. It can sit,
lie down, and wag it's tail.
*/
class Pet {
int x, y;
int pose;
int WAG = 1, SLEEP = 2, SIT = 3;
float tailWag, wagSpeed;
Pet(int x, int y) {
this.x = x;
this.y = y;
pose = SIT;
}
// adjust pose and stop tail wagging
void sit() {
pose = SIT;
wagSpeed = 0;
tailWag = 0;
}
// adjust pose and start tail wagging
void wag() {
pose = WAG;
wagSpeed = .1;
}
// adjust pose and stop tail wagging
void sleep() {
pose = SLEEP;
wagSpeed = 0;
tailWag = 0;
}
// draw in selected pose
void draw() {
pushMatrix();
translate(x, y);
if (pose == SIT) {
drawSitting();
}
else if (pose == WAG) {
wagTail();
drawSitting();
}
else {
drawLaying();
}
popMatrix();
}
void drawLaying() {
// needs work :-)
ellipse(0, 0, 150, 60);
}
void wagTail() {
float maxTailWag = .5; // controls how much the tail wags back and forth
tailWag = tailWag + wagSpeed;
// reverse wag direction if the wag limit is reached
if (tailWag > maxTailWag || tailWag < -maxTailWag) {
wagSpeed = -wagSpeed;
}
}
// not pretty but gets the idea across
// origin is the center of the torso
void drawSitting() {
// torso
pushMatrix();
rotate(radians(-30));
ellipse(0, 0, 80, 120);
popMatrix();
ellipse(-20, -70, 60, 60); // head
// nose
pushMatrix();
translate(-55, -55);
rotate(radians(-15));
arc(0, 0, 40, 30, radians(20), radians(310), OPEN);
popMatrix();
// eyes
ellipse(-40, -85, 15, 15); // left eye
ellipse(-25, -80, 15, 15); // right eye
//ear
pushMatrix();
translate(15, -50);
rotate(radians(-20));
ellipse(0, 0, 20, 40);
popMatrix();
//tail
pushMatrix();
translate(40, 30);
rotate(radians(45)+tailWag);
arc(0, -35, 30, 60, radians(-220)-tailWag, radians(80), OPEN);
popMatrix();
// back leg
ellipse(0, 60, 50, 20);
// front leg
pushMatrix();
translate(-50, 30);
rotate(radians(15));
ellipse(0, 0, 30, 60);
popMatrix();
}
}
with classes and whatnot so that I can start working on adding in my own animations for the pet. I'm just not sure where to put everything/how to organize it like that using my drawing.
If I were you, I would start with something simpler. For example, here's a program that uses 4 variables to show a ball bouncing around:
float circleX = 50;
float circleY = 50;
float xSpeed = 1;
float ySpeed = 2;
void draw() {
background(200);
circleX += xSpeed;
if (circleX < 0 || circleX > width) {
xSpeed *= -1;
}
circleY += ySpeed;
if (circleY < 0 || circleY > height) {
ySpeed *= -1;
}
ellipse(circleX, circleY, 20, 20);
}
(source: happycoding.io)
From here, we can encapsulate those 4 variables into a class:
class Circle{
float x;
float y;
float xSpeed;
float ySpeed;
Circle(float x, float y, float xSpeed, float ySpeed){
this.x = x;
this.y = y;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
}
}
Now that we have a class, we can use an instance of that class to control our ball.
Circle circle = new Circle(50, 50, 1, 2);
void draw() {
background(200);
circle.x += circle.xSpeed;
if (circle.x < 0 || circle.x > width) {
circle.xSpeed *= -1;
}
circle.y += circle.ySpeed;
if (circle.y < 0 || circle.y > height) {
circle.ySpeed *= -1;
}
ellipse(circle.x, circle.y, 20, 20);
}
class Circle{
float x;
float y;
float xSpeed;
float ySpeed;
Circle(float x, float y, float xSpeed, float ySpeed){
this.x = x;
this.y = y;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
}
}
Your code would follow a similar pattern: create a class, encapsulate your data by moving your variables inside the class, and then create an instance of that class and call its methods to draw your figure. Start with something simpler, and just create a class that draws a single circle. Get that working first, and then add variables to that class to draw two circles (a head and a body), and keep working in small steps like that until you're drawing your whole figure.
I really suggest trying something out and posting an MCVE if you get stuck. Good luck.
Shameless self-promotion: I've written a tutorial on creating classes in Processing available here.
I have a simple animation play of a circle scale outwards and fade out whenever the applications detects that the hammer object has reached a certain angle. However, as it is currently implemented the animation will only play once. I have attempted using for loops to allow the animation to complete, but this causes the entire application to pause while the code is looped, and other attempts I have made have not worked, so any help at all would be appreciated.
import oscP5.*;
import netP5.*;
OscP5 oscP5;
NetAddress myRemoteLocation;
float bx;
float by;
int boxSizeX = 160;
int boxSizeY = 30;
boolean overBox = true;
boolean locked = false;
float xOffset = 0.0;
float yOffset = 0.0;
float angle = 4.70;
float cooldown;
int alphaVal = 255;
int colorchange = 0;
//for sound effect
float a = 0.0;
float s = 0.0;
BeatBall b1 = new BeatBall(210,425,60, 1);
BeatBall b2 = new BeatBall(570,395,60, 2);
Hammer h = new Hammer(135, -67, boxSizeY+25, boxSizeX-25, 1);
void setup()
{
ellipseMode(CENTER);
size(800, 600);
smooth();
frameRate(120);
bx = width/2.0;
by = height/2.0;
oscP5 = new OscP5(this,12001);
/* myRemoteLocation is a NetAddress. a NetAddress takes 2 parameters,
* an ip address and a port number. myRemoteLocation is used as parameter in
* oscP5.send() when sending osc packets to another computer, device,
* application. usage see below. for testing purposes the listening port
* and the port of the remote location address are the same, hence you will
* send messages back to this sketch.
*/
myRemoteLocation = new NetAddress("127.0.0.1",12000);
}
void draw()
{
background(0);
ellipseMode(CENTER);
float mx = constrain(angle, -2.6075916, -0.5207284);
///////////////////////////
//THIS IS THE ANIMATION //
//////////////////////////
if(locked)
{
a = a + 0.02;
s = cos(a)*10;
pushMatrix();
translate(210,425);
scale(s);
fill(colorchange, 30, 150, alphaVal);
ellipse(0, 0, 50, 50);
alphaVal = alphaVal - 3;
colorchange = colorchange + 3;
popMatrix();
}
pushMatrix();
translate(400, 425);
rotate(mx);
fill(222,223,255);
h.displayHammer();
rect(-25, -15, boxSizeX, boxSizeY);
popMatrix();
pushMatrix();
translate(595, 390);
rotate(radians(58));
fill(122,78,163);
rect(0, 0, 50, 50);
popMatrix();
b1.displayBall();
//b2.displaySquare();
cooldown = cooldown + 0.01;
println(cooldown);
if(mx == -2.6075916)
{
if(cooldown > 0.5)
{
locked = true;
soundEffect();
b1.collide();
cooldown = 0;
}
}
else if(mx == -0.5207284)
{
if(cooldown > 0.5)
{
b1.collide();
cooldown = 0;
}
}
}
void soundEffect()
{
}
void mousePressed()
{
xOffset = mouseX-bx;
yOffset = mouseY-by;
}
void mouseDragged()
{
angle = atan2(mouseY - 400, mouseX - 400);
println(angle);
}
So I'm trying to implement collision detection in my game and for some reason the collision isnt working properly.
public class ArenaKeys extends KeyAdapter {
arenaScreenBuild arena;
int xPos = 0, playerFace = 4;
int xPPos = 200, yPPos = 150;
int pX = 40, pY = 30;
AttackAshe aAtk = new AttackAshe();
int[][] mask = new int[400][92];
#SuppressWarnings("static-access")
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();// Get key pressed
if (keyCode == e.VK_RIGHT) {
playerFace = 4;
xPos += 5;
pX = (xPos + xPPos) / 5;
if (checkBoundary(pX, pY) == (false))
xPos -= 5;
} else if (keyCode == e.VK_LEFT) {
playerFace = 3;
xPos -= 5;
pX = (xPos + xPPos) / 5;
if (checkBoundary(pX, pY) == (false))
xPos += 5;
} else if (keyCode == e.VK_UP) {
playerFace = 2;
yPPos -= 5;
pY = yPPos / 5;
if (checkBoundary(pX, pY) == (false))
yPPos += 5;
} else if (keyCode == e.VK_DOWN) {
playerFace = 1;
yPPos += 5;
pY = yPPos / 5;
if (checkBoundary(pX, pY) == (false))
yPPos -= 5;
}
if (keyCode == e.VK_SPACE) {
aAtk.regArrow(arena.xPosition(), arena.yPosition());
arena.shoot(playerFace);
arena.xArrow = xPPos;
arena.yArrow = yPPos;
} else if (keyCode == e.VK_ESCAPE)
System.exit(0);
arena.moveArena(xPos);
arena.turnPlayer(playerFace);
arena.updateScreen(xPPos, yPPos);
}
public boolean checkBoundary(int x, int y) {
Rectangle t1 = new Rectangle(Turret.x, Turret.y, Turret.WIDTH,
Turret.HEIGHT);
Rectangle p = new Rectangle(pX, pY, Player.WIDTH, Player.HEIGHT);
if (t1.intersects(p))
// if (mask[x][y] == 0)
return false;
else
return true;
}
public static class Turret {
static int x = 168;
static int y = 40;
static final int WIDTH = 50;
static final int HEIGHT = 50;
}
public static class Player {
static final int WIDTH = 25;
static final int HEIGHT = 25;
}
public ArenaKeys(arenaScreenBuild arena) throws Exception {
this.arena = arena;
}
}
Approximately 20 units before the actual turret, the sprite stops being able to move any further. The sprite cannot go above or below the turret even if you go really high or really low.
What seems to be going wrong is that the sprite is colliding into the turret rectangle too early but I don't understand how that it possible. I draw the turret exactly 50 wide, 50 high at 168,40. The player is moving so it's x, y is different everytime but it's dimensions are 25 wide and 25 high.
The original turret is 126x111 approximately but I draw it as 50x50
25x25
public class arenaScreenBuild extends JPanel implements ActionListener {
String picPath = "pictures/";
String[] fileName = { "stageBridge.png", "turret.png", "Ashe.png",
"regArrow.png", "arenaScreen.png" };
ClassLoader cl = arenaScreenBuild.class.getClassLoader();
URL imgURL[] = new URL[5];
Toolkit tk = Toolkit.getDefaultToolkit();
Image imgBG, imgTurret, imgPlayer, imgRegArrow, imgBorder;
Boolean[] ptFunc = new Boolean[3];
int PLAYER_INITIAL_X = 200, PLAYER_INITIAL_Y = 150;
int xPos = 0, xPFace = 150, yPFace = 0;
int xPPos = 200, yPPos = 150;
int xVal, yVal, xArrow, yArrow, xTemp, yTemp;
Timer space;
int counter, facePosition = 1;
public arenaScreenBuild() throws Exception {
for (int x = 0; x < 5; x++) {
imgURL[x] = cl.getResource(picPath + fileName[x]);
}
imgBG = tk.createImage(imgURL[0]);
imgTurret = tk.createImage(imgURL[1]);
imgPlayer = tk.createImage(imgURL[2]);
imgRegArrow = tk.createImage(imgURL[3]);
imgBorder = tk.createImage(imgURL[4]);
for (int x = 0; x < 3; x++)
ptFunc[x] = true;
space = new Timer(100, this);
}
public void updateScreen() {
repaint();
}
public void moveArena(int x) {
xPos = x;
}
public void updateScreen(int x, int y) {
xPPos = x;
yPPos = y;
repaint();
}
public boolean arrow() {
return (true);
}
public void turnPlayer(int face) {
if (face == 4) {
xPFace = 150;
} else if (face == 3) {
xPFace = 100;
} else if (face == 2) {
xPFace = 50;
} else if (face == 1) {
xPFace = 0;
}
if (yPFace == 50)
yPFace = 0;
else if (yPFace == 0)
yPFace = 50;
}
public void paintComponent(Graphics g) {
g.drawImage(imgBG, 10, 30, 610, 490, xPos, 0, xPos + 600, 460, this);
g.drawImage(imgTurret, 850 - xPos, 200, 950 - xPos, 300, 0, 0, 126,
110, this);
g.drawImage(imgTurret, 1350 - xPos, 200, 1450 - xPos, 300, 0, 0, 126,
110, this);
g.drawImage(imgPlayer, xPPos, yPPos, 50 + (xPPos),
50 + (yPPos), xPFace, yPFace, xPFace + 50, yPFace + 50, this);
if (counter <= 5000 && counter > 0)
g.drawImage(imgRegArrow, xArrow, yArrow, this);
g.drawImage(imgBorder, 0, 0, 620, 600, 0, 0, 620, 600, this);
g.setColor(Color.WHITE);
g.drawString("x:" + (xPPos + xPos), 535, 525);
g.drawString("y:" + yPPos, 535, 545);
}
public int xPosition() {
xVal = xPPos + xPos;
return (xVal);
}
public int yPosition() {
yVal = yPPos;
return (yVal);
}
public void shoot(int i) {
facePosition = i;
xTemp = xPosition();
yTemp = yPosition();
space.start();
}
public void actionPerformed(ActionEvent e) {
counter++;
if (facePosition == 4) {
if (counter <= 5000) {
xArrow += 50;
}
}
else if (facePosition == 3) {
if (counter <= 5000) {
xArrow -= 50;
}
}
else if (facePosition == 2) {
if (counter <= 5000) {
yArrow -= 50;
}
}
else if (facePosition == 1) {
if (counter <= 5000) {
yArrow += 50;
}
}
if (xArrow == (xTemp + 100)) {
counter = 0;
space.stop();
}
updateScreen();
}
}
Turns out that my values for the x position were wrong. Also due to my previous boundary code, there were still remenants of it which messed me up therefore not allowing me to see the problem sooner.
For any one looking for how to make the collision detection boundary, just make 2 rectangles and use the
Rectangle rect1 = new Rectangle(topLeftX, topLeftY, rectangleWidth,rectangleHeight);
Rectangle rect2 = new Rectangle(topLeftX, topLeftY, rectangleWidth, rectangleHeight);
if (rect1.intersects(rect2))
//enter code to do if it intersects here